Airbender

by Guaritor

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The Airbender

Airbending, one of the four elemental bending arts, is the aerokinetic ability to control and manipulate air. The peaceful Air Nomads utilized this type of bending in their everyday lives. Air is the element of freedom, therefore the Air Nomads have detached themselves from worldly problems and concerns. Finding peace and freedom was the key to solving their difficulties in life. Airbenders continually sought spiritual enlightenment. The key to airbending is flexibility and finding and following the path of least resistance. Airbending is notable for being almost purely defensive, as well as the most dynamic of the four bending arts. Due to their aforementioned spirituality, they often adapt to the situation surrounding them preferring evasive maneuvers as opposed to direct confrontation.

Origins and Culture

During the era of Raava, the power of air was temporarily bestowed on the inhabitants who lived on a giant lion turtle while they left the village to stock up on food. After permanently leaving the care of the lion turtle, the former inhabitants eventually learned airbending from the flying bison, a sacred creature in the Air Nomad culture. The bison typically use their massive beaver-like tail to create gusts of wind and, as the name suggests, can fly without any visible means of propulsion. It is also said that the airbenders borrowed the arrow mark from the flying bison for the design of their traditional tattoos. These markings symbolize one's mastery of the airbending art and are given to a practitioner once their training is complete. Unlike other nations, all Air Nomads are born airbenders, due to the high amount of spirituality infused within the culture. Airbenders emphasize intuition and imagination; to an airbender, there is always another path to take, as air flows wherever it can. This makes airbending the most dynamic of all the bending arts.

Opposed Bending Art

Airbending is the most passive of the four arts, as many of its techniques center around mobility, evading and eluding the opponent. Along with this, the Air Nomads also taught pacifism. Earthbending is the direct opposite of this. While the airbenders avoid or deflect oncoming attacks, earthbenders absorb them or overwhelm them with superior force. Airbenders are constantly moving in circles, while earthbenders require a firm root in one place to effectively bend. However, firebending is the spiritual opposite of airbending. Airbenders are passive and peaceful, while firebenders are aggressive and passionate.

Like all of the bending arts, airbending is balanced out as to not be more or less powerful than the other arts, though it is easily the most dynamic and agile of the four. It is the skill and power of the user that determines victory.


Airbender
Level Proficiency Bonus Features Cantrips Known Moves Known Chi Points Chi Level Disciplines
1st +2 Bending, Airbending Path, Bōjutsu 2 2 1 1st
2nd +2 Disciplines 2 3 2 1st 2
3rd +2 Airbending Path Feature 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Airbending Path Feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Airbending Path Feature 4 10 2 5th 5
11th +4 Spirit of the Wind 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 4 12 3 5th 6
14th +5 Airbending Path Feature 4 12 3 5th 6
15th +5 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Chi Mastery 4 15 4 5th 8

Class Features

As an Airbender, you gain the following Class Features:

Hit Points


  • Hit Dice: 1d8 per Airbender level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Airbender level after first

Proficiencies


  • Armor: Light
  • Weapons: All Polearms
  • Tools: One instrument of your choice

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two skills from Acrobatics, Animal Handling, Nature, Insight, Perception, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Quarterstaff
  • An Explorers pack or a Scholar’s Pack
  • Cloth robes of the Airbender tribe
  • An instrument of your choice

Bending

Your training with the monks of the Airbending tribe has allowed you to tap into the flowing winds around you.

Cantrips

Cantrips are basic airbending moves that don’t require a significant amount of Chi use, and therefore can be used at will. You know two cantrips of your choice from the Airbender move list. You learn additional Airbender Cantrips of your choice at higher levels as shown in the Airbender table.

Chi

The Airbender table shows how many Chi Points you have to use your more powerful bending abilities. The table also shows what level that Chi is. All of your Chi is the same level, to use one of your bending abilities you must expend a Chi point. You regain all your expended Chi points when you finish a short or long rest.

Bending known at 1st level or Higher

At 1st level you know two 1st level bending moves of your choice from the Airbender move list. The moves known column of the table shows when you learn more moves. A move you choose must be of a level no higher than what is shown in the tables Chi Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the Airbending moves you know and replace it with another move from the Airbender move list. Which also must be equal to or lower than your Chi Level listed in the table above.

Bending ability

Wisdom is your bending ability for your Airbender moves, so you use your wisdom whenever a move refers to your bending ability. In addition, you use your wisdom modifier when setting the saving throw DC for an Airbender move you use and when making an attack roll with one.


  • Bending Save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Bending Attack modifier = your proficiency bonus + your Wisdom Modifier

Disciplines

In your study with the monks, you have learned many special modifications to your normal airbending. At 2nd level, you gain two Disciplines of your choice, those disciplines are detailed at the end of the class description. When you gain certain Airbender levels, you gain additional disciplines of your choice as shown in the disciplines column of the class table. Additionally, when you gain a level in this class, you can choose a discipline you know and replace it with another discipline that you could learn at that level.

Bōjutsu

You have trained extensively with polearms as an extension of your body, using momentum and leverage to your advantage. For the purposes of calculating your attack and damage, you can use your dexterity modifier instead of strength. This does NOT add the finesse property to the weapon. When a heavy weapon is used with this feature, it loses the “Reach” property if it has one.

Ability Score Improvement

When you reach 4th, level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Spirit of the wind

Starting at 11th level, you gain a fly speed equal to your walking speed, this gust only works in short bursts however, and you begin to fall if you end your turn in the air and nothing else is holding you aloft.

Chi Mastery

At 20th level you can draw on your inner reserve of Chi to regain expended Chi points. You can spend 1 minute meditating to regain all your expended Chi points. Once you use this feature, you are unable to use it again until you take a long rest.

Bending Path

Beginning at level one, you choose to follow the way of the mighty Bison, or the way of the ever shifting Squall.

Way of the Bison

Leaf on the Wind

Starting at first level, you learn to flow with the winds of battle. While you are wearing no armor and not wielding a shield, your AC equals 12 + your dexterity modifier + your wisdom modifier

Path of the Bō

At 3rd level you have become one with your weapon. You can use your action to meditate with your polearm and create a bond with it. Once you have bonded with your weapon the weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

This bond disappears if your weapon is more than 5 feet away from you for 1 minute or more, or if you bond with another weapon.

Additionally, whenever your weapon is 30 feet or less from you, you can summon it to yourself with a gust of wind as a bonus action.

War Bending

At 6th level the quickening air current caused by using your cantrips speeds up your melee strikes. When you use your action to use a bending cantrip, you can make one weapon attack as a bonus action.

Vision of the Currents

At 10th level you can see the paths through the air that attacks are taking and can alter that path with a carefully directed burst of air. Twice per short rest, as a reaction to any attack against you, you can attempt to alter the direction of the attack, add +5 to your AC until the end of the turn. You regain all the expended uses of this ability at the end of a short or long rest.

Force of a Great Typhoon

At 14th level the air around you becomes an extension of your body and your weapon. Your weapon can be considered to have the “Reach” property.

Way of the Squall

Fall Breeze

When you follow the way of the Squall at level 1, you learn that fighting against the wind often ends with a hard landing. When any creature enters within 10 feet of you for the first time on a turn, you can use your reaction to have them roll a strength saving throw against your save DC. If they fail the saving throw, they are pushed back 10 feet by a howling gust of wind. You can use this ability a number of times per day equal to your wisdom modifier. You regain all expended uses of this ability after a long rest.

Path of the Spirits

At third level you learn how to summon a spirit animal companion to your side. (You can use find familiar as a ritual, it doesn’t count against your number of moves known) When you summon the spirit animal to your side, choose one of the following special forms: CatOwl, CaveHopper, FoxAntelope TurtleCrab, PygmyPuma, WingedLemur.

Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make an attack of its own.

Misty Escape

Starting at 6th level, you can create a small cloud around you to obscure your movement and escape danger. When you take damage, you can use your reaction to become heavily obscured by the cloud and move with the wind up to 60 feet in any direction. This movement doesn’t provoke opportunity attacks. You remain heavily obscured until the start of your next turn or until you attack or use a bending move. You can’t use this feature again until you complete a short or long rest.

Piercing Winds

At level 10, whenever you use a bending move that affects a single target, that move can affect an additional target within 20 feet of the original target.

Eye of the Storm

Starting at 14th level, your fall breeze feature becomes a constant squall. You can keep a strong wind whipping around you in a 10 ft radius at your command. When any creature enters within 10 feet of you for the first time on a turn, you can choose to use your reaction to have that creature roll a strength saving throw vs your save DC. If that creature fails the saving throw, you can choose to either knock the creature prone or push them back 10 feet.

Disciplines


Cutting Wind (Prerequisite: Gust cantrip): When you use Gust, deal 1d6 + your wisdom modifier slashing damage on a failed save. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.


Harrying Gust (Prerequisite: Gust cantrip): On a failed save, instead of pushing the target 5 feet, you can either push the target 10 feet, or knock them prone.


Disarming Gale (Prerequisite: Gust cantrip): On a failed save, instead of all other effects of Gust, you can choose to knock the weapon out of the creatures grasp and have it land up to 10 feet away.


Running Downwind (Prerequisite: 5th Level): Your walking speed is increased by +10


Armor of Air: You can use Air Aegis on self at will without expending a Chi point or material components.


Updraft (Prerequisite: 9th level): You can use Levitate on yourself at will without expending a Chi point or material components.


Jet (Prerequisite: 5th level): You bend a jet of air from your feet when you leap. You can use Jump on yourself at will without expending a Chi point or material components.


Restricting Flow (Prerequisite: 15th level): You can use Hold Monster at will without expending a Chi point or material components.


Summon Air Spirit (Prerequisite: 9th level): You can use Conjure Elemental once using a Chi point. You can only summon an air elemental with this ability. You cannot use this ability again until you complete a long rest.


Extended Cyclone (Prerequisite: Cyclone Cantrip): You can now pull the target up to 20 feet with your Cyclone cantrip.


Shockwave (Prerequisite: Booming Blade Cantrip): If the target of your booming blade moves and activates the secondary effect. The target is also pushed 5 feet in the opposite direction it was going to move, in addition to the normal effects of booming blade.


High Pressure System (Prerequisite: 5th Level): You can use slow once using a Chi point. You can’t use this ability again until you complete a long rest.


Prevailing Winds (Prerequisite: Lift Cantrip): Triple the weight that your Lift cantrip can carry.


Spirit Bond (Prerequisite: Path of the Spirits Feature): You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.


Colors of the wind (Prerequisite: 15th Level): You can see all the colors of the wind. The winds show you the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.


Dread Winds: As a bonus action, you can conjure a cyclone of wind around you. The cyclone grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. You can dismiss the cyclone with another bonus action.


Improved Bō (Prerequisite: 5th level): After meditating with your weapon using your Path of the Bō feature, it becomes a +1 magical weapon until your bond with the weapon is broken. This doesn’t affect already magical weapons.


Superior Bō (Prerequisite: 9th level): After meditating with your weapon using your Path of the Bō feature, it becomes a +2 magical weapon until your bond with the weapon is broken. This doesn’t affect already magical weapons.


Ultimate Bō (Prerequisite: 15th level): After meditating with your weapon using your Path of the Bō feature, it becomes a +3 magical weapon until your bond with the weapon is broken. This doesn’t affect already magical weapons.


Freedom of Movement: The wind moves freely, and little can prevent you from moving freely as well. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and have advantage on saving throws against being restrained.


Fog of War (Prerequisite: 18th Level): As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.


Light as a feather: You gain proficiency in two skills from: Stealth, Acrobatics, Slight of Hand


Nomadic Heritage: You learn two languages of your choice from your travels around the world, as well as gain proficiency in either Persuasion or History


Quickened Strikes (Prerequisite: 5th level): You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Airbender Bending List

Cantrips (0 Level):
  • Gust
  • Cyclone*
  • Magic Stone**
  • Booming Blade
  • Lift*
  • Sword Burst
  • Thunderclap
1st Level
  • Catapult
  • Fog Cloud
  • Longstrider
  • Jump
  • Air Aegis*
  • Cutting Breeze*
  • Shield
  • Thunderwave
  • Unseen Servant
  • Detect Magic/Chi
  • Down Draft*
  • Zephyr Strike
2nd Level
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers**
  • Dust Devil
  • Grounding*
  • Gust of Wind
  • Levitate**
  • Spirit Step*
  • Pass without Sound*
  • Silence**
  • Warding Wind
  • Immobilize Person*
3rd Level
  • Dispel Magic/Chi
  • Elemental Weapon**
  • Fly
  • Haste**
  • Stinking Cloud
  • Thunder Step
  • Wind Wall
  • Slow*
  • Spirit Message*
4th Level
  • Conjure Minor Elementals**
  • Freedom of Movement**
  • Storm Sphere*
  • Confusion*
5th Level
  • Bigby’s Hand
  • Create Vacuum*
  • Conjure Elemental)**
  • Control Winds
  • Greater Spirit Step*
  • Vortex*
  • Steel Wind Strike
  • Telekinesis**
  • Immobilize Monster*

Important Notes

Some spells will need minor reflavoring of their text to translate into something that an Airbender may be able to do. I.E. Bigby's Hand changing from translucent force to swirling winds.

*Spells that needed more than minimal re-flavoring are listed in part 2.

**Minor changes or limitations to certain bending moves for flavor reasons are needed and listed in part 2.

*** For the purposes of translating spells in the DnD world to Bending moves for the Airbender:


  • Chi Points = Spell slots
  • Chi Level = Level of your spell slots

Part 2

Minor changes and Limitations for flavor

Magic Stone

You bend a small whirlwind around the stones to increase the speed and power at which they can be thrown.

Elemental Weapon

Type of damage is limited to thunder damage

Cloud of Daggers

Instead of filling the air with daggers, the air itself is gusting so quickly it cuts you.

Levitate

You are held aloft by a small gust of wind.

Silence

You bend the air around you in such a way that it makes it impossible for soundwaves to travel through the air.

Haste

You bend the wind to always be at the target's back, increasing the speed of their movements.

Conjure Minor Elementals

Limited to summoning air-flavored elementals. I.E. Dust or Smoke Mephits

Freedom of Movement

You ask the spirits to watch over your target, these spirits prevent your targets movement from being restricted, true to the airbender way of life.

Conjure Elemental

Limited to summoning an Air Elemental

Telekinesis

Moves stuff with constant, controlled gusts of wind rather than your mind.

Re-flavored Bending Moves

Cyclone

Airbending Cantrip


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a small cyclone that carries a target closer to you. Make a melee bending attack against the target. If the attack hits, the creature takes 1d6 slashing damage, and if the creature is Large or smaller you pull it up to 10 feet closer to you.

This bending move's damage increases by 1d6 when you reach 5th, 11th, and 17th level.

Lift

Airbending Cantrip


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: 1 Minute

You can control a small current of air to move or manipulate objects. This air current lasts for the duration or until you dismiss it as an action. The current vanishes if it is ever more than 30 feet from you or if you use this bending move again.

You can use your action to control the current. You can use the current to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the current up to 30 feet each time you use it. The current can't attack, activate magic items, or carry more than 10 pounds.

Air Aegis

1st-Level Airbending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours

You touch a willing creature who isn't wearing armor. The flow of air around that creature begins to move quicker to aid in deflecting blows. The target’s base AC becomes 13 + its Dexterity modifier. Air Aegis ends if the target dons armor or if you dismiss it as an action.

Cutting Breeze

1st-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three gusts of wind. Each gust hits a visible creature of your choice. A gust deals 1d4+1 force damage to its target. The gusts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels: The bending move creates one more gust for each Chi level above 1st.


Down Draft

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A powerful downdraft of wind fills a 20-foot square starting from a point. This wind turns the area into difficult terrain. When the bending move ends, the wind dissipates.

A creature in the area when you perform the bending move must succeed on a Strength save or be restrained until the bending move ends. A creature restrained can use its action to make a Strength check against your bending save DC. On a success, it frees itself..

Grounding

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 300 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You disrupt the air current beneath a creature you can see within range, rendering it unable to fly. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the bending move’s duration.

Spirit Step

2nd-Level Airbending


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You briefly step through the spirit world and reappear up to 30 feet from your original location in an unoccupied space that you can see.

Pass without Sound

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour.

You bend the air around you and your companions into a small thin vacuum layer, preventing any noise you make from escaping as well as obscuring your tracks and scent. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Immobilize Person

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target is enveloped in a constricting cyclone and must succeed on a Strength saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the bending move on the target ends.

At Higher Levels. When you use this bending move using at a Chi level of 3rd level or higher, you can target one additional humanoid for each Chi level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Slow

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 Ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You conjure strong winds to push against every movement of up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this bending move for the duration.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack on its turn.

If the creature attempts to use a bending move with a casting time of 1 action, roll a d20. On an 11 or higher, the bending move doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the bending move. If it can't, the resources used for bending move are wasted.

A creature affected by this bending move makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it..

Spirit Message

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round

You ask the spirits to deliver a short message of twenty-five words or less to a creature with which you are familiar. The the spirits deliver the message to the creatures thoughts, the creature recognizes you as the sender if it knows you, and can answer in a like manner immediately. The bending move enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Storm Sphere

4th-Level Airbending


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the bending move’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the bending move ends, you can use a bonus action on each of your turns to cause a tendril of circling wind to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged bending attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 bludgeoning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you use this bending move at a chi level of 5th level or higher, the damage increases for each of its effects by 1d6 for each chi level above 4th.

Confusion

4th-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Whipping winds, dust, and deafening noise assault the creatures senses, provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this bending move or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.:

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you use this bending move at a chi level of 5th level or higher, the radius of the sphere increases by 5 feet for each chi level above 4th.

Create Vacuum

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 Ft
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a powerful vacuum in a 20-foot-radius sphere, centered on a point you choose within range. The vacuum spreads around corners. It lasts for the duration or until strong wind fills the area with air, ending the bending move.

When a creature enters the vacuum's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 bludgeoning damage on a failed save from the air being ripped from its lungs, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

You can use a bonus action to move the vacuum 10 feet in any direction.

Greater Spirit Step

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You briefly step through the spirit world and reappear up to 60 feet from your original location in an unoccupied space that you can see. On each of your turns before the bending move ends, you can use a bonus action to step through the spirit world in this way again.

Vortex

5th-level Airbending


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A swirling disk of air, 10-foot-tall and 60 feet wide appears, centered on a point you can see within range. Until the bending move ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center..

Major Lift

5th-level Airbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by controlling strong gusts of wind. When you use this bending move, and as your action each round for the duration, you can exert the force of a gust on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by this bending move.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your Bending ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this bending move. Until the end of your next turn, the creature is restrained by your cyclonic winds. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this bending move.

If the object is worn or carried by a creature, you must make an ability check with your bending ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this bending move.

You can exert fine control on objects with your powerful control of air currents, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Immobilize Monster

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Powerful cyclonic winds encircle a creature that you can see within range. The target must succeed on a Strength saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the target escapes the effect of the bending move.

Change Log and Credits

Change Log

Version 1.1

General Class Changes
  • Removed flavor changes from parantheses on the spell list, and created a seperate page for a cleaner and easier to read look.
Way of

Credits

  • Class Flavor Text: http://avatar.wikia.com/wiki/Airbending
  • Air: Aang: Seifer-Sama
    (https://seifer-sama.deviantart.com/art/Air-Aang-322161675)
 

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